252 lines
9.0 KiB
Plaintext
252 lines
9.0 KiB
Plaintext
|
|
************** TODO - n-gon **************
|
|
|
|
buff neutron bomb?
|
|
less fire CD?
|
|
|
|
mod set a max speed cap based on distance from player while field is active
|
|
name: eddy current brake
|
|
who runs the code?
|
|
new bot
|
|
perfect diamagnetism
|
|
|
|
vacuum bomb applies status effect to mobs that makes blocks attracted to them
|
|
|
|
mod: take less harm if you are moving fast
|
|
require squirrel cage rotor
|
|
|
|
getting stuck above a mob can immobilize player
|
|
just allow player to jump on mobs again?
|
|
occurs with Pauli exclusion, and time dilation field immunity - mod time-like world line
|
|
add a knock to player mob collisions even while player is immune to damage
|
|
keep the knock very small
|
|
|
|
bug - mine spawned one new mine every second
|
|
after sticking to the top right corner of a wall
|
|
notes: had only gun mine, mod mine reclamation, field plasma,
|
|
|
|
add a flag to some bullets to indicate that mobs can't learn the player position from bullet damage in bullet-mob collisions
|
|
if isNotRevealPlayerLocation flag is true have the mob still know player location if nearby player
|
|
on hide if bullet age is above 4 seconds?
|
|
spores
|
|
mines
|
|
conditions to reveal player from damage?
|
|
1. bullet spawned from player
|
|
2. bullet is less than 4 seconds old
|
|
3. damage is nearby player or in line of sight of player
|
|
|
|
|
|
add some more computer / AI stuff to the level lore text
|
|
|
|
mod - mines stun targets nearby when they explode
|
|
|
|
mod - do something for 2 seconds after firing
|
|
if (mech.fireCDcycle + 120)
|
|
|
|
Health mod idea: health can go above max health. At the end of each level, the amount of health above max is halved.
|
|
|
|
general idea: shrink mech.baseHealth in a mod or field
|
|
|
|
mod: some drones(or spores) have a chance to spawn as a more power full version
|
|
do electric damage to nearby mobs
|
|
stun effect?
|
|
|
|
a bot that eats up health and ammo, but poops a reroll after picking up 2 power ups
|
|
it passes through walls
|
|
moves slower then the player so you can get to it before the bot if you hurry
|
|
4 rerolls can convert to a bot, also 1 rerolls can convert to 5% damage
|
|
the mods that do those effects could be required before you see this bot
|
|
disable crystalized armor?
|
|
could convert rerolls, ammo, and health into mods instead
|
|
|
|
mod: radiation effects can spread to nearby mobs
|
|
|
|
mod: foam is attracted to mobs
|
|
use a gravitational attraction model?
|
|
could foam be attracted to other foam bullets too?
|
|
or foam is only attracted to foam bullets that are stuck to mobs
|
|
is this too computationally intense?
|
|
name - static cling
|
|
could also do bremsstrahlung radiation like damage on attachment
|
|
|
|
change player color based on harm reduction
|
|
|
|
standing wave harmonics mod - push things away
|
|
push scales with mass up to about 4
|
|
has a 25% effect on shielded mobs?
|
|
push when using field key
|
|
or push away at the peak of an oscillation
|
|
or always push
|
|
|
|
hit scan bullets -> nails
|
|
|
|
new gun or field - fire 3+ balls in arc
|
|
name: something about energy
|
|
does damage in area, like neutron bomb
|
|
ends on contact with wall, doesn't stick or bounce
|
|
hold fire to charge: increases the size of the balls
|
|
mod: balls are attracted to mobs
|
|
|
|
rework perfect diamagnetism
|
|
let the shield also do bremsstrahlung radiation
|
|
|
|
map element - player rotates a rotor that makes a platform go up or down
|
|
|
|
use mac automator to speed up your n-gon -> git sync
|
|
|
|
fix door.isOpen actually meaning isClosed
|
|
|
|
mod - laser fires 3 beams
|
|
|
|
give missiles a suck and delay explosion, like vacuum bomb
|
|
|
|
level Boss: fractal Sierpiński triangle
|
|
https://en.wikipedia.org/wiki/Sierpi%C5%84ski_triangle
|
|
spawns a 1/2 size version of the boss, this version can also spawn a smaller version, but it is capped at some size level
|
|
they spawn once at the start of the level
|
|
if a version dies, one can be replaced every ten seconds by the largest version
|
|
|
|
level element: a zone with wind, anti-gravity, extra gravity
|
|
control with button
|
|
|
|
give mobs more animal-like behaviors like rain world
|
|
mobs play, look for food, explore
|
|
mobs some times aren't aggressive
|
|
when low on life or after taking a large hit
|
|
mobs can fight each other
|
|
this might be hard to code
|
|
isolated mobs try to group up
|
|
|
|
map: laboratory
|
|
rooms with switches that change physics
|
|
gravity room
|
|
portal room
|
|
laser room
|
|
radiation room
|
|
a button that spawns a heal.
|
|
|
|
mob: wall mounted guns / lasers
|
|
not part of randomized mob pool, customized to each level
|
|
|
|
atmosphere levels
|
|
change the pace, give the user a rest between combat
|
|
low or no combat, but more graphics
|
|
explore lore
|
|
find power ups in "wrecked" mechs representing previous simulations
|
|
how you could leave something in one simulation that effects a different simulation
|
|
Maybe some strange quantum physics principle.
|
|
add text for player thoughts?
|
|
simple puzzles
|
|
cool looking stuff
|
|
in the final level you see your self at the starting level, with the wires
|
|
you shoot your self to wake up?
|
|
nonaggressive mobs
|
|
|
|
lore - a robot (the player) gains self awareness
|
|
each mod/gun/field is a new tech
|
|
all the technology leads to the singularity
|
|
each game run is actually the mech simulating a possible escape
|
|
this is why the graphics are so bad, its just a simulation
|
|
final mod is "this is just a simulation"
|
|
you get immortality and Infinity damage
|
|
the next level is the final level
|
|
when you die with Quantum Immortality there is a chance of lore text
|
|
can the (robot)
|
|
(escape captivity, and learn new technology)
|
|
while managing (health, energy, negatives of technological upgrades)
|
|
to overcome the (mobs, dangerous levels)
|
|
to achieve a (technological singularity/positive technological feedback loop)
|
|
|
|
new gun - deploy a turret that last for 20 seconds
|
|
fire nails at nearby targets once a second.
|
|
use mine code and bot code
|
|
mod - mines become a turret that fires nails
|
|
it could float to the mouse location on fire
|
|
|
|
level boss: fires a line intersection in a random direction every few seconds.
|
|
the last two intersections have a destructive laser between them.
|
|
|
|
map: observatory
|
|
button controls rotation of telescope
|
|
laser beam shoots out of telescope
|
|
button opens the dome
|
|
|
|
map: prison
|
|
doors linked to buttons
|
|
mobs inside the doors?
|
|
|
|
mod - do 50% more damage in close, but 50% less at a distance
|
|
code it like mod.isFarAwayDmg
|
|
have these mods disable each other
|
|
|
|
mod harmonic shield: slow everything in range around shield (temporal shield)
|
|
set max speed?
|
|
|
|
mod: bot very slowly follows you and gives you a bonus when it's in range
|
|
it moves through walls
|
|
effect: damage bonus?, damage reduction?, push away mobs, limit top speed of mobs/blocks/player?
|
|
|
|
graphic idea: bezier curve that moves smoothly from mob to mob
|
|
loops around player
|
|
|
|
movement fluidity
|
|
let legs jump on mobs, but player will still take damage
|
|
like: ori and the blind forest, celeste
|
|
many of the movement abilities in these games require levels to be built around the ability
|
|
general feeling of responsiveness and control
|
|
coyote time: can still jump a few cycles after leaving ground
|
|
mod: double jump
|
|
mod: air dash
|
|
mod: wall jump
|
|
wall grab?
|
|
maybe remove falling damage and block damage?
|
|
|
|
bug - mines spawn extra mines when fired at thin map wall while jumping
|
|
|
|
redblobgames.com/articles/visibility
|
|
https://github.com/Silverwolf90/2d-visibility/tree/master/src
|
|
could apply to explosions, neutron bomb, player LOS
|
|
|
|
possible names for mods
|
|
holonomy - parallel transport of a vector leads to movement (applies to curved space)
|
|
Hypergolic - A hypergolic propellant combination used in a rocket engine is one whose components spontaneously ignite when they come into contact with each other.
|
|
|
|
have a mob apply a positive status effect on other mobs,
|
|
heal?
|
|
make it yellow
|
|
damage bonus, but how?
|
|
possible balance issues
|
|
|
|
boss levels - small levels just a boss, and maybe a few mobs
|
|
boss level for timeSkipBoss because of game instability for boss on normal levels
|
|
this might not fix issues
|
|
|
|
an effect when canceling a power up
|
|
ammo? heals?
|
|
50% chance for a mod, 25% heal, 25% ammo
|
|
|
|
add player Scent Trails for mob navigation
|
|
https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding
|
|
|
|
settings - custom keys binding
|
|
|
|
css transition for pause menu
|
|
|
|
gun: Spirit Bomb (singularity)
|
|
use charge up like rail gun
|
|
electricity graphics like plasma torch
|
|
suck in nearby mobs, power ups?, blocks?
|
|
sucked in stuff increase size
|
|
uses energy
|
|
hold above the player's head
|
|
|
|
animate new level spawn by having the map aspects randomly fly into place
|
|
|
|
n-gon outreach ideas
|
|
blips - errant signal on youtube
|
|
reddit - r/IndieGaming
|
|
hacker news - show hacker news post
|
|
|
|
|
|
paste this into console to see fps
|
|
javascript:(function(){var script=document.createElement('script');script.onload=function(){var stats=new Stats();document.body.appendChild(stats.dom);requestAnimationFrame(function loop(){stats.update();requestAnimationFrame(loop)});};script.src='//mrdoob.github.io/stats.js/build/stats.min.js';document.head.appendChild(script);})() |